Quote:
Originally Posted by voogru
Problem with doing that is the mod might try to access it and think its cbaseentity, when its not.
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That's precisely my point. The point is of course not to build a fully featured instance of CBaseEntity by hand, but not to let the mod land on an unitialized pointer. If all the mod does is just checking/setting two or three CBaseEntity member values in this area, it'll read zeroes and set random stuff (which we don't care so far), but at least it won't produce an access violation error, which might be sufficient to prevent it to crash.
Once this runs you can then trace manually to figure out what the mod reads and writes there and you'll understand why it needs this CBaseEntity pointer. You will then be able to provide it with better failsafe mechanisms.